Alternative mechanics with an Old School Feel
First, it need be said that this is not a reinventing of the OD&D ability scores, but rather a massive tweaking. As such, the responsibility falls on this author to explain the need for said tweaking.
One reason is to enhance the descriptive value of ability scores. Ability scores were not originally intended to be just a collection of modifiers. Originally, some ability scores had no modifiers at all (save for XP bonus)! It was more important to imagine your PC with a 17 STR was stronger than a PC with a 16 STR than to be rewarded with a bigger bonus to damage.
Many familiar with OD&D rules are probably more familiar with the +1/+2/+3 format for ability modifiers that seems to have been the invention of Tom Moldvay, being first introduced in the rules he edited and were published in 1981. In 1974, ability score modifiers were more binary—you had 0 modifier or a +1. A second reason for this tweaking is to provide a middle ground between these two systems.
A third reason is to improve consistency. It always made little sense for Wisdom to be the only score that affected saving throws, so that has been replaced below by a different mechanic game. Each ability score now has a bonus for all classes and an added bonus for each main class that calls that score its prime requisite (in one instance, introducing a new rule to provide for the added bonus).
Lastly, this tweaking includes a mechanic for opposed ability score checks. This mechanic may seem familiar, being somewhere in between Douglas Niles' "straight" ability score check and Gregg Stafford's "blackjack" method of opposed checks. This system puts a little bit of the "epic hero" into characters with high ability scores, as characters with average scores have little or no chance of beating exceptional characters in most contests.
There are six ability scores. The initial scores are rolled on 3d6 (three six-sided dice). The six scores are charisma, constitution, dexterity, intelligence, strength, and wisdom. The range of 3-18 is representative of mankind, and may be modified for different races or species. These numbers can be grouped into five general categories.
| Score | Description |
| 3-4 | Semi-capable |
| 5-7 | Low |
| 8-13 | Average |
| 14-16 | High |
| 17-18 | Exceptional |
What each of these categories means varies by ability and can vary by character class (see further below). Ability scores generally do not alter other game mechanics unless the score is the prime requisite for that character class (see below). The exceptions are Constitution and Charisma, where the bonuses apply to everyone regardless of class.
Otherwise, ability scores are more useful for qualitative comparisons. Someone with an 18 Strength can kick open a door faster than someone with a 12 Strength. Someone with a 14 Intelligence is likely to remember something important just before someone with a 13 Intelligence would remember it. However, there are times when two or more people may be competing to use their abilities to their utmost. In these contests, each contestant should roll 1d6 and add it to the appropriate ability score. Highest roll wins. If the DM wishes to give average characters a break, a larger die such as a d8 or even a d10 can be substituted.
Charisma is a mental/social characteristic, measuring appearance, leadership, personality, and resistance to other people's persuasive skills.
| Score | Description |
| 3-4 | You are an ugly freak and people would rather spit on you than do what you tell them to do. |
| 5-7 | You are awkward around others and not good-looking. People do not usually do what you tell them to do. |
| 8-13 | You may be shy, awkward, or ugly—but at least not all three. People may listen to you, but it depends on what you have to say. |
| 14-16 | You are an outgoing, persuasive speaker. People find you attractive. |
| 17-18 | Women wish they could be with you and men wish they could be you (reverse for females). |
All class modifiers:
| Score | Modifiers |
| 3-4 | 1 henchman max., -2 to loyalty rolls |
| 5-7 | 3 henchmen max., -1 to loyalty rolls |
| 8-13 | 5 henchmen max., no modifier |
| 14-16 | 7 henchmen max., +1 to loyalty rolls |
| 17-18 | 10 henchmen max., +2 to loyalty rolls |
Charisma vs. Charisma contest examples:
Constitution is a physical characteristic, measuring stamina, endurance, and resistance to pain, disease, and poison.
| Score | Description |
| 3-4 | You're so feeble and sickly you can barely move. You cry like a girl at the slightest pain. |
| 5-7 | You are easily winded after exertion. You have a low threshold for pain. You tend to sleep a lot. You get sick easily. |
| 8-13 | You can work for one straight hour without rest. You need eight hours of sleep, but can get by on less. You wince at a pinprick and cry if you're gushing blood. |
| 14-16 | You can work for two straight hours without rest. You need six hours of sleep, but can get by on less. You don't even wince at ordinary pain. |
| 17-18 | You are a massive stud. You can work for four straight hours without rest. Pain doesn't bother you. Sleep? Illness? What are those? |
All class modifiers:
| Score | Modifiers |
| 3-4 | -2 to hit points per level (minimum of 1) |
| 5-7 | -1 to hit points per level |
| 8-13 | No modifier |
| 14-16 | +1 to hit points per level |
| 17-18 | +2 to hit points per level |
Constitution vs. Constitution contest examples:
Dexterity is a physical characteristic, measuring agility, accuracy, precision, and reaction time. It is the prime requisite for thieves (See Character Classes).
| Score | Description |
| 3-4 | You're slow, clumsy, and couldn't hit the broadside of a barn. |
| 5-7 | You can't dance and you are prone to dropping things. You can throw an object accurately up to 10 ft. When you try to dodge, you're usually still hit. |
| 8-13 | You have an average chance of hitting a target 30 ft. away. You might dodge a hurled club. |
| 14-16 | You are athletic, graceful, and quick. You have a good chance of hitting a target 60 ft. away. You might dodge a hurled javelin. |
| 17-18 | You move like greased lightning. You have a great chance of hitting a target 120 ft. away. You might dodge an arrow at medium range. |
All class modifiers:
| Score | Modifiers |
| 3-4 | -2 to hit with missile fire, +2 to be hit in combat |
| 5-7 | -1 to hit with missile fire, +1 to be hit in combat |
| 8-13 | No modifiers |
| 14-16 | +1 to hit with missile fire, -1 to be hit in combat |
| 17-18 | +2 to hit with missile fire, -2 to be hit in combat |
Thief bonuses:
| Score | Modifiers |
| 14-16 | +5% to thief skills |
| 17-18 | +10% to thief skills |
Dexterity vs. Dexterity contest examples:
Intelligence is a mental characteristic, measuring knowledge and memory. It is the prime requisite for magic-users.
| Score | Description |
| 3-4 | You’re dumb as a post. |
| 5-7 | You are forgetful and a slow learner. You can comprehend simple subjects, but master none of them. |
| 8-13 | You can remember most things that are important to you, and some things that aren’t. You are knowledgeable in several subjects, and specialize in one area of knowledge (class-related normally). |
| 14-16 | You have exceptional memory and are a fast learner. You have limited mastery in a variety of areas and specialize in a few of them. |
| 17-18 | You are a genius. You know a little about everything, a lot about some things, and having more knowledge than ordinary people are capable of in your area of specialty. |
All class modifiers:
| Score | Modifiers |
| 3-4 | Speaks one language |
| 5-7 | Speaks two languages |
| 8-13 | Speaks three languages, can read and write one of them |
| 14-16 | Speaks five languages, can read and write two of them |
| 17-18 | Speaks seven languages, can read and write three of them |
Magic-user bonuses:
| Score | Modifiers |
| 14-16 | 70% chance to know spell, 5-10 spells per spell level known |
| 17-18 | 90% chance to know spell, 7+ spells per spell level known |
Intelligence vs. Intelligence contest examples:
Strength is a physical characteristic, measuring brute force. It is the prime requisite of fighters.
| Score | Description |
| 3-4 | You can barely manage a knife. You have trouble snapping twigs or opening doors. |
| 5-7 | You can fight with a light one-handed weapon like a dagger or small club. You can snap a twig. You can bend thin leather. You can open a normal door. |
| 8-13 | You can fight with all but the heaviest two-handed weapons, like the halberd and two-handed sword. You can break a stick. You can bend thick leather or metals like brass. You can open a stuck door. |
| 14-16 | You can handle any weapon. You can break a tree branch. You can bend iron bars. You can bash open a locked door. |
| 17-18 | You can break a log with your bare hand. You can bend steel bars. You can bash open a barred door. |
All class modifiers:
| Score | Modifiers |
| 3-4 | 0 in 6 chance to open stuck doors |
| 5-7 | 1 in 6 chance to open stuck doors |
| 8-13 | 2 in 6 chance to open stuck doors |
| 14-16 | 3 in 6 chance to open stuck doors; 1 in 6 chance of bashing locks, bending bars, or lifting gates |
| 17-18 | 5 in 6 chance to open stuck doors; 2 in 6 chance of bashing locks, bending bars, or lifting gates; +1 to damage with melee weapon |
Fighter bonuses:
| Score | Modifiers |
| 14-16 | +1 to damage with melee, hurled, or thrown weapons |
| 17-18 | +2 to damage with melee, hurled, or thrown weapons |
Strength vs. Strength contest examples:
Wisdom is a mental characteristic, measuring intuition and faith. It is the prime requisite for clerics.
| Score | Description |
| 3-4 | You’re thick as a brick. You are easily surprised. |
| 5-7 | You chose to believe in things arbitrarily, if you believe in things at all. You don’t tend to notice things quickly. Puzzles and riddles perplex you. |
| 8-13 | You try to adhere to a practical belief system. You can get the easy puzzles and riddles without too much work. |
| 14-16 | You are a strict adherent to a complex belief system. You notice details others miss. You solve puzzles and riddles quickly. |
| 17-18 | Your beliefs inspire others. You are difficult to surprise. You make connections others miss. |
All class modifiers:
| Score | Modifiers |
| 3-4 | Surprised on a 3 in 6 |
| 5-7 | No modifiers |
| 8-13 | No modifiers |
| 14-16 | No modifiers |
| 17-18 | Surprised on a 1 in 6 |
Cleric modifiers:
| Score | Modifiers |
| 14-16 | +1 1st level cleric spell |
| 17-18 | +2 1st level cleric spells |
Wisdom vs. Wisdom contest examples: